POV-Ray : Newsgroups : povray.general : normal for teeth Server Time
7 Nov 2024 13:40:03 EST (-0500)
  normal for teeth (Message 1 to 5 of 5)  
From: Greg M  Johnson
Subject: normal for teeth
Date: 24 Feb 2002 22:15:10
Message: <3c79ac3e@news.povray.org>
I have a white blob inside a character's mouth. I want it to look like
teeth.  The normal gradient x doesn't give the effect I want: it looks
like narrow teeth with wide gaps and I want the opposite.

Any ideas on a quick change:  I actually wish there were an INVERSE
command here!

I've summarized the problem with the following code:

//
cylinder {z*3-y,z*3,1 pigment {rgb 1}
        normal{gradient x frequency 10}
        }

light_source{-10*z+10*x rgb 1}

//


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From: Warp
Subject: Re: normal for teeth
Date: 24 Feb 2002 23:09:07
Message: <3c79b8e2@news.povray.org>
slope_map

-- 
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}//  - Warp -


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From: Bill DeWitt
Subject: Re: normal for teeth
Date: 24 Feb 2002 23:12:07
Message: <3c79b997$1@news.povray.org>
Isn't that what slope_map is for?


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From: Nekar Xenos
Subject: Re: normal for teeth
Date: 25 Feb 2002 01:38:03
Message: <3c79dbcb@news.povray.org>
How about quilted?


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From: Greg M  Johnson
Subject: Re: normal for teeth
Date: 25 Feb 2002 08:55:03
Message: <3c7a4237$1@news.povray.org>
Wild!

#declare piggy=texture{pigment {rgb 1}
                        normal {
                                gradient x
                                slope_map {
                              [0    <1, 0>]
                              [0.45 <1, 0>]
                              [0.45 <1, -1>]
                              [0.46 <-0,-1>]
                              [0.46 <-0,0>]
                              [0.54 <-0,0>]
                              [0.54 <-0,1>]
                              [0.55 <1, 1>]
                              [0.55 <1,0>]
                              [1   <1,0>]
                                }
                                frequency 4
                                }
                        finish{ambient 0.25}
                        }


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